Hi,
I would like to achieve the effect of smoke trails which are coming from the center of an explosion. I have already the explosion simulation. I tried by emitting from particles as you can see in the attached file, but I cant get them to look as good as this: http://img152.imageshack.us/img152/5454/sa6destructionff1.jpg [img152.imageshack.us]
http://i56.tinypic.com/34fhfnb.png [i56.tinypic.com]
http://i52.tinypic.com/2njhxfk.jpg [i52.tinypic.com]
any ideas or tips?
thanks in advance.
Smoke trails in explosion
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- csp
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- Dobin
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I did that before and could look for a sample file if you wish but the main process was that:
-create a particle system and emit a few particles to trace the path for every tentacle
-create a second particle system using the first one as a source to create trails
-freeze the trails on the last frame using timeshift
-create volumes for every trail using volume from attribute SOP and use those volumes as fuel in pyro combustion model
-use the particles from your first particle system as a source of temperature to ignite the fuel
-create a particle system and emit a few particles to trace the path for every tentacle
-create a second particle system using the first one as a source to create trails
-freeze the trails on the last frame using timeshift
-create volumes for every trail using volume from attribute SOP and use those volumes as fuel in pyro combustion model
-use the particles from your first particle system as a source of temperature to ignite the fuel
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- csp
- Member
- 230 posts
- Joined: 10月 2009
- Offline
-
- Dobin
- Member
- 30 posts
- Joined: 10月 2009
- Offline
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- csp
- Member
- 230 posts
- Joined: 10月 2009
- Offline
thanks a lot, I am gonna have a look and I will be back with more questions.
Just few more question related to volumes, whats the most important parameters (in rendering and shading) in order to have a high quality of fluid simulation and which renderer is the best to use PBR or Micro?
-How low can I go to the division size for the final simulation?
cheers
Just few more question related to volumes, whats the most important parameters (in rendering and shading) in order to have a high quality of fluid simulation and which renderer is the best to use PBR or Micro?
-How low can I go to the division size for the final simulation?
cheers
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